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Post by Lady Winter Wolf on Apr 16, 2005 9:44:19 GMT -5
Post your original creature creations.
Example:
3e stats:
DRAGON, Fluff
Tiny Dragon Hit Dice: 3d12+3* Speed: 15ft fly 60ft(good) AC: 21 (+2 size +6 natural +3 dexterity) Attacks: Bite –1 melee, 2 claws +1 melee Damage: Bite 1, claw 1d3 Face/Reach 2 ½ ft by 2½ ft (5ft with tail) Saves: good will and ref Special Attacks: Detect thoughts, charm Special Qualities; improved invisibility, telepathy, immunities, charm abilities, SR 20 Abilities; strength 10, dexterity 16, con 12, intelligence 12, wisdom 12, charisma 24 Skills: Hide+19 Spot+5 Listen+5 Search+2 Intuit Direction+3 Move Silently +10 Feats: Alertness
Climate/terrain: secluded temperate woodlands/jungle Organisation: Solitary or pair CR: 3 Treasure: none Alignment: any good or true neutral Advancement: As familiar
Fluff dragons are tiny members of the dragon family. However, as the name implies, they do not have the scales of their elder kin, but instead have long fluffy fur of variant colours. However, few ever see fluff dragons, as they remain for the majority of the time, invisible to all bar their own race.
After their first clutch has been born Fluff dragons usually seek humanoid companions, (druid, ranger or sylvan-kind only with charisma 14 or leadership and no familiar), that they deem worthy. Such individuals are sought by the fluff dragon’s telepathic abilities, and granted from that point, the joining of themselves and the creature, including the ability to see them and their race. In other respects, this results in the same effect as the individual finding a familiar, with the level determined from that point on. (so if a 9th level druid gains a fluff dragon companion, when he reaches 10th level, he will gain the abilities of a level 2 mage/sorcerer from having a familiar).
Combat The fluff dragon rarely enters combat, using improved invisibility at will to escape. The fluff dragon has the telepathic ability to communicate with all who speak common or sylvan, and detect their thoughts(free action, continuous).
The fluff dragon is immune to enchantment spells and paralysis.
The fluff dragon’s high charisma and natural cute appearance, causes an innate spell-like charm effect. Any who sees a fluff dragon must succeed at a will save (DC 1 or feel inclined to assist the creature, and remain non-hostile. Kender and children under 10 automatically fail this save. * or as familiar
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Post by Lady Winter Wolf on Apr 16, 2005 9:46:34 GMT -5
Crack Beetle (Especially for Darksun) - originally created by Black Robed One
Small Vermin
Hit Dice: 1d8+1 (5 h) Initiative: +1 Speed: 20ft/ Climb 10ft AC: 19 (+7 natural, +1 size, +1 Dex) Attack: Bite +2 melee Damage: Bite 2d4+1 Threat Range/Multiplier: Bite 20/x3 Face/Reach: 5ft by 5ft/5ft Special Attacks: The Way (see bellow) Special Qualities: Vermin Qualities (see bellow), Darkvision 60ft, Spell Resistance 13, Telepathy 60ft range. Saves: Fortitude+3, Reflex+1, Will+1 Abilities: Str 13, Dex 13, Con13, Int -, Wis 13, Chr 7 Skills: Hide+13, Move Silently+3, Listen+3, Spot+3. Feats: None
Climate/Terrain: Mountains, Jagged Cliffs, Stony Barrens, Rocky Badlands or Boulder Fields only. Organization: Cluster (1d4+1), Swarm (1d10+10) or Colony (1d20+20) Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: 2-3 HD (Small)
Description:
Crack Beetle looks like overgrown beetle with hard dull brown chitin shell and powerful membranes, which Crack Beetle uses to tear his victims apart and then to devour them. Crack Beetles are know to hide in cracks between rocks or in the ground (using their Compression power if it is necessary) and then attack, taking their prey by surprise, and that’s how they earned their name. Crack Beetle are carnivals and usually attack small or medium sized animals, humanoids or beasts. Before battle, all the Crack Beetle increases their size and strength by using their Expansion psionic power (it gives them +2 enlargement bonus to strength for 5 minutes). In battle, a few of Crack Beetle usually uses their psionic attack modes to hinder or stun their prey, while others engage prey in melee combat, tearing it apart with their deadly membranes. Crack Beetle rarely attacks group of creatures, preferring to attack a single prey. Only in time of great hunger, will Crack Beetles attack group of creatures.
Special Attack:
The Way (psionic-like ability): At will – Compression and Expansion; Crack Beetle is able to manifest these two psionic powers as if Crack Beetle was 5th level psion, without spending any power points. Attack Modes: Ego Whip, Id Insinuation. Defense Modes: Thought Shield, Tower of Iron Will. Note: Crack Beetle uses all its attack and defense modes without spending any power points.
Special Qualities:
Vermin: Crack Beetle is immune to all mind-influencing spells and effects, except for their own telepathic ability.
Telepathy 60ft range: Crack Beetle can communicate with others Crack Beetles telepathically, if the others Crack Beetle are within 60ft range. Being creatures without any significant intelligence, they use only simple commands like: attack, hide, run and so on…
Reward:
While Crack Beetle doesn’t carry any treasure with it, some parts of it can be quite valuable. Crack Beetle’s hard chitin shell is perfect for making shields and can be easily sold for (1d10 Cp) or used as raw material from making shield (either large, small or buckler; only one shield can be made from a single shell). Crack Beetle’s membranes are useful for making many various weapons, although usually other raw materials are also required, and can be used either to reduce cost of raw materials (or remove it at all) for making a single weapon or be sold (1d3 Cp for each membrane). Meat of Crack Beetle has a foul taste and can’t be sold, but in time of great hunger, it is still can be eaten. One Crack Beetle is enough to sustain medium sized creature for 1d2 days, or to sustain small sized creature for 1d4 days. However, eating Crack Beetle require Fortitude Save (DC: 9) otherwise you will vomit all the meat, and it won’t sustain you at all. Meat of Crack Beetle can be carried around for 1d10 days, before it will rot.
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Post by Lady Winter Wolf on Apr 16, 2005 17:32:28 GMT -5
From high on top the castle, the crazy mage (Kaber) and his wacky werewolf mate (LWW) plot and devise the most vilest of creations. Ok, I usually have to follow him around and hand him the things he’s looking for cause he’s one of those absentminded kind of wizards. Anyways, through sheer imagination, we have come up with:
Ta da!!!
The Garlic Golem
Frequency: Very Rare # Appearing: 1 Climate/Terrain: Any Activity Cycle: Any Diet: Nil Intelligence: Non (0) Treasure: Nil Alignment: Neutral AC: 5 Movement: 8 HD: 5 THAC0: 15 # of Attacks: 1 + Special Damage/Attack: 1d6 + Special Special Attack: See below Special Defense: only +1 or better weapon hits Magic Resistance: Special Size: Medium (7’ tall) Morale: Fearless (19-20) XP: 1400
The Garlic Golem is a mass of garlic and water, roughly humanoid in shape. It is created with the use of a gem that contains the trapped spirit of a water elemental, animate object, control plant and command spells, unholy water, and bulbs (5-10) of garlic. The gem becomes embodied within the creature’s chest or forehead during creation, and the elemental’s will is enslaved to the golem’s creator.
Combat: Once/round, the golem will breathe out a stinking cloud (putrefied garlic stench), in addition to its normal attack. Victims, within a 40’ diameter, must do a save vs. breath weapon, or the victim is overcome by the stench, allowing the golem to then use its normal attack. The golem will touch or hit the victim, which is equal to mummy rot, which can only be cured via a cure disease spell. The victim must roll a 1d6 to see how many days the rot will spread before killing the victim. To bring the victim back to life, raise dead and cure disease spells must be used. Cure wound spells have no effect on the victim.
The Garlic Golem is immune to poison, and cannot be effected by hold, charm, fear or other mind based spells. Fire spells and cold spells will do 1d3 damage/round, dependent on the spell’s duration, as will natural fire.
So here’s our basic creation, nothing fancy. Creative and/or constructive criticism is welcome, all others……keep it to yourselves, we enjoy using our imaginations.
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Post by grond on Aug 3, 2007 15:38:59 GMT -5
Crazy ramblings from a maddened psychopath here, but I think this and that room design thread should maybe be shifted to the Libram of Shadows bit. Just a thought, one of my few lucid and peaceful ones for the day.
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Post by MjolnirH on Aug 3, 2007 21:33:52 GMT -5
actually we keep those two out here because we want everyone to be able to contribute, whether they are a DM or not. the libram of shadows is where DMs can go and ask other DM's for advise, what do you think of this idea, and the always ever fun <evil chuckle> look what I'm about to do to my PC's moohahahahahaha
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Post by grond on Aug 4, 2007 10:02:08 GMT -5
Ah, well that makes sense. Still, some monster ideas might be excellent look what I'm going to do to my PCs, it would certainly be more ironic if the PC thought of it first. heeh heeeh heh ehhhehe
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agamoto
Youth
Minister of the First Church of Cheesecake/Urak
Posts: 42
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Post by agamoto on Oct 16, 2008 16:07:02 GMT -5
Has any one ever made a Pernian(?) dragon? I think it would be an interesting addition to the realms.
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Post by grond on Jul 2, 2009 12:29:44 GMT -5
Bear with me on this one, it is probably full of holes Magic Puppet Medium Construct 5d12 HD BAB +3* Base Saves all +1 DR 5/- AC 15 (10 +5 Natural Armor) Abilities STR 12* DEX 12* CON - INT - WIS 10* CHA 1 Skills- None* Feats- None* Special Qualities- Darkvision 60ft, DR 10/silver+magic, Puppeteer control
Magic puppets are the creation of wizards not wishing to invest too heavily in trustworthy guards. Alone a magic puppet is little more effective than zombie. However, each magic puppet has a range of equipment that can be keyed to it specifically, allowing the holder of the equipment a variety of different levels of control over the puppet. Each puppet may have any or all of the following equipment geared to it; gloves, boots, goggles, vest (or cloak). Combat Alone, a magic puppet fights as a zombie would, only using its own statistics Gloves- A magic puppet with gloves keyed to it can use any melee weapons the wearer of the gloves can use, and the puppet uses the wearer's strength score and BAB, if it is higher than the puppet's own. Additionally, if the wearer of the gloves can see the magic puppet fighting, he can allow the magic puppet to use any feat on the fighter bonus feat list (except those with dodge as a prerequisite, and improved bull rush and improved overrun) that he possesses and any strength based skills using the wearer's total bonus (ignoring armor based check penalties and speed bonuses and penalties if the puppet's speed and the wearer's are different. The puppet's speed determines if it suffers any such penalties or gains any bonuses). Boots- A magic puppet with boots keyed to it uses the movement speed and dexterity score of the wearer of the boots. Additionally, such a puppet may use all dexterity based skills as the wearer of the boots would (provided the wearer can see the puppet) as well as any feats in the dodge tree that the wearer possesses. Vest or Cloak- A puppet with this type of item keyed to it is proficient with all types of armor and shields the wearer of the item is also proficient with. The puppet must be wearing the armor to benefit from it and suffers all check penalties and speed penalties that go with the armor it is wearing. This item also allows the puppet to use the wearer's base saves if they are bettter than the puppet's, although not the wearer's constitution bonus Helmet or goggles- A puppet keyed to one of these items allows the wearer to see through the puppet's eyes, including the use of its darkvision. Any special vision abilities of the wearer are usable when looking through the puppet's eyes, and also benefit the puppet. A puppet with a head item keyed to it need not be directly observed by the controller to benefit from any feats other keyed items would grant it access to. The wearer of the helmet or goggles may use the puppet to make search, spot and listen checks, including any racial bonuses, though elven and dwarven secrets door senses do not work through the puppet, they must actively be searching. Spellcraft checks may also be made to understand magical effects seen through the puppet's eyes, including identifying a spell being cast. Goggles, or a helmet allow the puppet to use the wearer's mental ability scores. Exceptions- The improved overrun and improved bull rush feats can only be shared with a puppet that has boots and gloves keyed to it. The use rope skill, disable device skill and use magic device skill can be used by a puppet with gloves keyed to it, if the wearer can see the puppet, but the puppet uses it's own ability scores (and the controller's ranks and miscellaneous bonusses) unless another keyed item allows it to do otherwise. A magic puppet cannot speak except through another spell, which only functions through the spell's parameters.
Mage's Puppet This creature is similar to the normal puppet described above, with the following exceptions- All mage's puppet's have gloves and goggles keyed to them, and the gloves for this type of puppet do not function as the ones described above. Mage Puppet gloves are encrusted with jeweled ornaments in the forms of mystical sigils, and the puppet's hands must be painted, carved or burned to match. The gloves allow a caster to cast spells through the puppet, although the gloves are specific to whether they allow the use of arcane, or divine casting. Master's Puppet A master's puppet has 10 hit dice and is made largely of mithral. It has DR 10/adamantine and magic. It is large in size and has a natural armor bonus 7 with base strenth of 14 and dex of 10 (any ability scores confered to the creature receive a +2 size bonus to strength and a -2 size penalty to dex). The master's puppet may make use of Mage puppet gloves if properly prepared (hands must be marked), or with normal puppet gloves. Also, the Master's puppet may be used with both (a seperate controller for each pair). If a Master's puppet controlled in this way recieves conflicting orders, the controllers make opposed charisma checks to see what the puppet does. Any puppet keyed to multiple controllers has a 5% cumulitive chance each round of going berserk, as a clay golem would, and the controllers must succeed on a DC 18 fortitude save or be stunned for 1d10 minutes (may save again in second round to halve the time) and DC 18 will save to prevent the puppet from seeking them unerringly and attacking until destroyed. It will literally destroy the body of such a victim requiring a resurrection spell to raise the remains, and retains the benefits of all keyed items worn by the controllers for the duration of the assault.
OKAY- there was more in that than I thought, opinions? questions? anybody?
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Post by grond on Mar 4, 2010 20:30:51 GMT -5
I'm not going to follow form completely with this entry, since most of it is a cross reference and I don't feel like typing all of the stats from everywhere.
I will take a stab at flavor text.
The massive suit of armor, posed almost as though it is merely a display, is distinguished by two features apart from its size; the rare quality and beauty of the armor itself, and the perpetual cloud of flies surrounding it. A careful eye will also note that the armor is occupied by an unmoving hulking creature of roughly humanoid form. Once roused, this tireless and merciless guardian lumbers after all foes, viciously, though clumsily assaulting them with its massive greataxe.
The creature is actually a souped up flesh golem. The armor it is wearing is a suit of mithral fullplate, sized for the large creature, and the weapon it carries is a lifedrinker, described in the DMs guide under specific magic weapons (a great-axe that adds 2 negative levels to the any creature struck by it, and 1 negative level to the wielder, doesn't effect constructs). The golem also uses a +4 belt of giant strength. It attacks with a meager +6 bonus to hit (not proficient with armor, or weapon), but enjoys 1d12 +7 damage and 2 negative levels on a hit and an armor class of 26, along with their innate magic immunities and the DR 5/adamantine. (I'm allowing it to use a medium sized great axe one handed with no additional penalty since the werebear entry secifically allows a large creature to do just that, not to rules lawyer my own creation/whatever this is, not that anyone other than me reads this anyway) I think they work well in pairs or groups of 3, placed among non-golem suits of armor to throw people off. I'm calling them "Iron Knuckles" but I'm sure nintendo would be upset with me borrowing names from ocarina of time.
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Post by grond on Sept 28, 2010 22:19:23 GMT -5
OK, this one has to find a home somewhere, though I don't have a name for it.
Large Construct Hit dice 8d10 BAB +6 Str 18, Dex 14, Con-, Int-, Wis 11, Cha 1 Attack- +1 Mace +10 (2d6 +5), or Slam 2d10 +4 Full Attack 2 +1 Maces +10 and 2 +1 Maces +5 (2d6 +5) or 2 Slams +9 2d10 +4 Space/Reach: 10/10 Armor Class: 23 (12 natural +2 dex -1 size) Speed: 40 Special Qualities: Construct Traits, Dark Vision 120 feat, Blind Sight 30 ft, DR 5/adamantine, Shadow Blend, Superior 2 weapon fighting, Spell like abilities Special Attacks: Pain, Stun, Teleport Skills Hide +9*, Move Silently +13 * CR 10? *May perform these skills at no penalty even while moving up to twice its normal speed.
The chamber is only barely illuminated by the moon and stars outside, outlining the forms table and chairs and any other people. Suddenly and seemingly out of nowhere, a hulking form silently assaults the party, seeming to be made out of the very darkness of the room itself.
This creature stands around 7 feet tall and seems to be made of metals and woods that reflect no light and make little sound. The surface of the automaton's body is alternately dark charcoal grey to inky black and it carries 2 maces across its back fashioned of similar materials. It makes little to no sound when it moves and it moves quickly and fluidly.
Pain: The maces this automaton carries inflict a pain so great on their target that it renders anyone struck by them nauseated for 1d4 rounds. This duration is cumulative from multiple strikes. A fortitude save negates, the DC is 18 and is strength based. Stun: The slams of this construct are jarring and disorienting, stunning the victim for 1 round and granting the construct concealment from the victim. Fortitude Negates DC 18. Teleport: Every 1d4 +2 rounds as a free action at the end of its round, the construct teleports as per the dimension door spell, caster level 8, to any location it can see or sense. Spell like abilities, 3/day darkness (centered on self), silence (centered on self), Faerie Fire. Caster level 8
General- This construct is used for surprise attacks and stealth raids. Hiding and ambushing are second nature to it. It understands fear as a basic concept and is designed to try to cause panic,though it has no magical or supernatural ability to do so. It is capable of attempting to fool enemies into thinking that it is more than 1 attacker, or that several of the same construct are fewer in number than they truely are. Creator must have access to dimension door or teleport or greater teleport, silence, darkness, foxes cunning, bestow curse or symbol of pain, or power word stun. Caster level 12.
Why I had to get this here? I had a terrible, although brief nightmare about such a thing being in my home. I embellished what little was in that dream into this. I think I'll call it a Hippodermatosis, or a Shadowed Hunter.
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Post by grond on Apr 4, 2011 20:15:27 GMT -5
I'm interested in attempting to design a three headed Giant. The following are ideas for what the 3 headed giant should benefit from.
Partial Sleep immunity- Since the 3 heads stagger their sleep cycles, meaning that at all times at least one head is awake. The giant still saves against sleep effects, but only one awake head is affected at a time. The giant falls asleep if each of it's heads fail saving throws against separate sleep effects (or if one or more of the heads are already asleep, and the awake head fail saving throws). Since it never truly sleeps, it can accomplish long term tasks, such as craft and handle animal related tasks, in half of the time as another creature would take with the same difficulty task (requiring twice the working time in each day). Improved Senses- A three headed giant makes 3 separate spot, listen and search checks each time it attempts to use one of these skills, as well as when using the survival skill to follow tracks. The three headed giant is a natural and tenacious hunter, often hunting rare and dangerous game for sport, and sometimes capturing such things to domesticate into pets. The giant benefits from alertness and track as bonus feats Superior Health- A three headed giant possesses two hearts, three lungs and extras of most vital organs. This renders the giant immune to normal and magical fatigue and exhaustion, and grants it a +6 saving throw bonus against death effects. The giant benefits from endurance as a bonus feat. Quickness- The 3 headed giant has control over its body shared perfectly between its heads, allowing it the benefit of an extra move or standard action in each round, however it cannot move further after taking a full round action to move (such as running, charging or a full retreat) and it cannot take 3 move actions in the same round. The giant benefits from combat reflexes as a bonus feat, and enjoys 2 more attacks of opportunity than the feat would normally grant. Enchantment resistance- Because each of the heads can influence the others, a head affected by an enchantment spell is allowed a second saving throw the round after failing a save against an enchantment spell or effect. If another head concentrates on helping out (requiring a move action) the affected head gains a +2 bonus (+4 if both heads use a move action). In order to completely submit to an enchantment, each head must be affected by a separate targeting of the same effect, and no single spell casting or use of an ability may target the giant more than once.
The alignment of this creature is any non lawful, the 3 heads create personality conflicts that make lawful behavior impossible on a long term basis. Environment- Any, though always remote from other civilizations. Organization- Solitary, pair or household (consisting of a 1-2 3 headed giants, 3-12 servants [ogres, grimlocks, lizardfolk, orcs or other, depending on region] and 2-40 pets [anything from blink dogs or displacer beasts to dire animals or even up to large sized dragons]) The 3 headed giant is usually encountered while hunting. It caries a spear, a short bow and a club or a knife/dagger and a small wooden shield, while wearing leather or hide armor. Sometimes a warring 3 header will be found wearing anything from breastplate armor to half plate and carrying a sword or axe of some variety, several javelins, a pole arm weapon and a heavy metal shield. All equipment found being used by a 3 headed giant is at least masterworked in quality and of the giant's own creation. Not really sure how to stat one of these things out, but I was figuring on something like 12 hit dice. I would imagine that it would have a strength score near that of an Ettin (lower considering all of its other advantages) and a higher than average constitution. I think it would not have a dexterity, but not too low of one either. I think that the difference between this and an Ettin is that the 3 header is more intellectual and less savage, meriting higher mental scores, charisma foremost. I do not think that the 3 header should have very high natural armor, perhaps similar to an ogre. I picture the 3 header as being a far more advanced cousin of the ettins, trolls and ogres/ ogre mages (the more monster looking giants) and therefore having some things in common with all of them. I also picture this monster as having spell casting abilities, either by way of spell-like abilities or by actually having innate caster levels as a sorcerer. I had considered trying to come up with a way to make each head represent a different specialty, one being a fighter, one being a rogue and one being a cleric, or wizard, perhaps by giving a 4 level lead on any of those classes that it takes levels in. Alternately, since it already has characteristics of a ranger, covering skill based specialty, and innate spell casting would give it that specialty, perhaps giving it 4 fighter bonus feats, and allowing it access to feats as though it were a 4th level fighter, would create the desired result. As for level adjustment, it should be at least +6 if not 7. I'm not at all sure where the CR would fall, but I think that 15-16 is at least reasonable (or perhaps too low).
All of the above (probably too much to expect anyone to read) are my rough ideas (some less rough than others) and are begging for comment, criticism, input of any sort, even if it is only judgment.
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Dmitri
Land Owner
D&D Geeks of the World Unite!
Posts: 1,466
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Post by Dmitri on Apr 5, 2011 7:42:48 GMT -5
I'm interested in attempting to design a three headed Giant. The following are ideas for what the 3 headed giant should benefit from. Partial Sleep immunity- Since the 3 heads stagger their sleep cycles, meaning that at all times at least one head is awake. The giant still saves against sleep effects, but only one awake head is affected at a time. The giant falls asleep if each of it's heads fail saving throws against separate sleep effects (or if one or more of the heads are already asleep, and the awake head fail saving throws). Since it never truly sleeps, it can accomplish long term tasks, such as craft and handle animal related tasks, in half of the time as another creature would take with the same difficulty task (requiring twice the working time in each day). Improved Senses- A three headed giant makes 3 separate spot, listen and search checks each time it attempts to use one of these skills, as well as when using the survival skill to follow tracks. The three headed giant is a natural and tenacious hunter, often hunting rare and dangerous game for sport, and sometimes capturing such things to domesticate into pets. The giant benefits from alertness and track as bonus feats Superior Health- A three headed giant possesses two hearts, three lungs and extras of most vital organs. This renders the giant immune to normal and magical fatigue and exhaustion, and grants it a +6 saving throw bonus against death effects. The giant benefits from endurance as a bonus feat. Quickness- The 3 headed giant has control over its body shared perfectly between its heads, allowing it the benefit of an extra move or standard action in each round, however it cannot move further after taking a full round action to move (such as running, charging or a full retreat) and it cannot take 3 move actions in the same round. The giant benefits from combat reflexes as a bonus feat, and enjoys 2 more attacks of opportunity than the feat would normally grant. Enchantment resistance- Because each of the heads can influence the others, a head affected by an enchantment spell is allowed a second saving throw the round after failing a save against an enchantment spell or effect. If another head concentrates on helping out (requiring a move action) the affected head gains a +2 bonus (+4 if both heads use a move action). In order to completely submit to an enchantment, each head must be affected by a separate targeting of the same effect, and no single spell casting or use of an ability may target the giant more than once.
The alignment of this creature is any non lawful, the 3 heads create personality conflicts that make lawful behavior impossible on a long term basis. Environment- Any, though always remote from other civilizations. Organization- Solitary, pair or household (consisting of a 1-2 3 headed giants, 3-12 servants [ogres, grimlocks, lizardfolk, orcs or other, depending on region] and 2-40 pets [anything from blink dogs or displacer beasts to dire animals or even up to large sized dragons]) The 3 headed giant is usually encountered while hunting. It caries a spear, a short bow and a club or a knife/dagger and a small wooden shield, while wearing leather or hide armor. Sometimes a warring 3 header will be found wearing anything from breastplate armor to half plate and carrying a sword or axe of some variety, several javelins, a pole arm weapon and a heavy metal shield. All equipment found being used by a 3 headed giant is at least masterworked in quality and of the giant's own creation. Not really sure how to stat one of these things out, but I was figuring on something like 12 hit dice. I would imagine that it would have a strength score near that of an Ettin (lower considering all of its other advantages) and a higher than average constitution. I think it would not have a dexterity, but not too low of one either. I think that the difference between this and an Ettin is that the 3 header is more intellectual and less savage, meriting higher mental scores, charisma foremost. I do not think that the 3 header should have very high natural armor, perhaps similar to an ogre. I picture the 3 header as being a far more advanced cousin of the ettins, trolls and ogres/ ogre mages (the more monster looking giants) and therefore having some things in common with all of them. I also picture this monster as having spell casting abilities, either by way of spell-like abilities or by actually having innate caster levels as a sorcerer. I had considered trying to come up with a way to make each head represent a different specialty, one being a fighter, one being a rogue and one being a cleric, or wizard, perhaps by giving a 4 level lead on any of those classes that it takes levels in. Alternately, since it already has characteristics of a ranger, covering skill based specialty, and innate spell casting would give it that specialty, perhaps giving it 4 fighter bonus feats, and allowing it access to feats as though it were a 4th level fighter, would create the desired result. As for level adjustment, it should be at least +6 if not 7. I'm not at all sure where the CR would fall, but I think that 15-16 is at least reasonable (or perhaps too low).
All of the above (probably too much to expect anyone to read) are my rough ideas (some less rough than others) and are begging for comment, criticism, input of any sort, even if it is only judgment.Well, for LA... I just wouldn't let a PC use one of these, so no clue there. I think the CR is about right, though I would need to see the final stat block for sure. If I was building it, I might just use an Ettin as the base creature, or just start from scratch and start giving it racial hit die from Giant. But really, I haven't done too much of that so I can't really tell ya there...
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Post by grond on Apr 5, 2011 21:00:40 GMT -5
Looking at other giants, I'd say it would need at least 15 hit dice, or more, in order to to merit a CR 15, since a Storm Giant at 19 hit dice is only a CR 13, and it is Huge, and it has 39 strength.
So, let's try
3 Headed Giant
Large Giant Hit Dice: 15d8 +90 Initiative +1 Speed 30 in medium or heavier armor, base speed 40 Armor Class: 18 (-1 size, +1 dex, +5 natural, +3 hide) or 22 (with shield and breastplate armor) Base Attack/Grapple: +11/+22 Attack: too many options Full Attack: more options Special Attacks: Spells, Bonus Feats Special Qualities: Low light Vision, Dark Vision 60ft, Advanced Health, Quickness, Partial Sleep Immunity, Improved Senses, Enchantment Resistance Saves: Fort +13 Ref +8 Will +8 Abilities: Str 25, Dex 13, Con 22, Int 13, Wis 12, Cha 16 Skills: Craft weapons (8 ranks), Craft Armor (8 ranks), Spot (6 ranks), Listen (6 ranks), Search (6 ranks), Survival (8 ranks), Handle Animal (6 ranks), Diplomacy (6 ranks) Feats: Combat Reflexes (b), Endurance (b), Alertness (b), Track (b), Iron Will, Lightning Reflexes, Improved Initiative, Power Attack, Craft Magic Arms and Armor, Improved Overrun Environment: Any Alignment: Any non-lawful, usually not evil
The massive figure seems almost as broad as he is tall, wearing a myriad of expressions on each of three heads, only slightly too small in proportion to his body.
The 3 headed giant is a reclusive being which prefers to haunt the ruins of long forgotten civilizations, spending countless hours dredging up the secrets of a lost and ancient world. This creature is warrior, scholar and artist all bound within the same tireless being. 3 headed giants strive for peaceful interaction with humanoids they come in contact with, but far prefer seclusion from still living civilizations. Their notable skill in weapon and armor crafting and superb ability to work without rest would make them prized slaves to evil races, so 3 headed giants often react to any such potential threat with extreme ferocity. Ironically, these giants often keep small groups of other intelligent beings as servants for themselves, but non evil 3 headers are not normally cruel masters. Combat In combat a 3 headed giant shows off its own unique fighting prowess using magic weapons of its own creation and taking advantage of its innate talent for spell casting Bonus feats- Each 3 headed giant has 4 bonus feats individually chosen from the fighter bonus feats list. I may select these feats as though it was a 4th level fighter. Spells- A 3 headed giant knows and can cast spells as a 5th level sorcerer. Most prefer to use self buffing spells or spells to aid in stealth and ambush.
Strategy- Since mo thoughtst 3 headed giants prefer to talk before fighting, they usually begin combat, when necessary, at close range. The first thing they will attempt to do is disrupt the enemy fighter types, either by charging at them with an overrun attempt (+17) or with a spell. At the same time, it will take advantage of it's quickness ready an attack to disrupt the spell caster, either with a ranged attack or a reach weapon. The giant usually offers the chance to surrender at least once. If the fight continues, it will use any magic it has that might aid in stealth (invisibility, obscuring mist, darkness) to allow it to escape to a greater distance and harass the enemies from a greater distance. A 3 headed giant waging a war will attack with ranged weapons until it is out of ammo or out of enemies. Then it will use magic to best strengthen itself or hamper its enemies. After this it will attack its enemies by overrunning and taking advantage of its quickness to make extra attacks. After a battle, it will track down and kill any survivors of the enemy's army as quickly as it can, considering that it need not sleep.
[will finish entry another time by copying and pasting pertinent details from previous post]
I decided to make it stronger than I originally planned so that it could more feasibly resist enslavement by the evil giant types, like fire and frost giants who are close to it in hit dice and surpass it in sheer brute force. I have a hard time seeing imagining a party that would be challenged by one of these actually managing to win.
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Post by grond on Nov 7, 2011 22:49:21 GMT -5
To add to my managerie
Giant Toad Huge Magical Beast Hit Dice: 8d10 + 32 Initiative: + Speed: 20ft (special leap; see below) swim 20ft Armor Class: 17 (+1 dex, +8 natural, -2 size) Base Attack/ Grapple: Attack: Tongue +14 melee touch (1d6 Acid+ poison) or kick +14 melee (3d6 +12 and poison) Full attack: Tongue +14 melee touch (1d6 acid + poison) or kick +14/+9 melee (3d6+12) Space/Reach 15ft/ 15ft (or 45 ft tongue) Special attacks: Crush, Poison, improved grab, swallow whole, constrict Special Qualities: Improved lowlight vision, Damage reduction 5/-, absorb fire/cold, Blindsense Abilities: Str 27, Dex 12, Con 19, Wis 15, Int 6, Cha 10 Skills: Jump , Hide , Climb , Swim Feats: Alertness, Blindfight (bonus), Ability focus (poison), Improved Natural Attack (kick) The broad faced, enormous, slimy beast leaps suddenly from concealment in a deep bog, striking at the adventurers with its sticky elastic tongue and attempting to drag its victims into its gaping maw to be devoured whole The giant toad is larger than an ox with a tongue longer than a squid's tentacles and razor sharp claws on its hind feat. Its mouth and hind claws seem to drip with an unhealthly looking venom and the very air near the beast has the stinging quality of chlorine gas. These creatures are superior ambush predators skilled in suprising and overwhelming opponents or patiently harrassing and weakening them. They are generally feared by other intelligent creatures of the world who are aware of them, especially flying ones who seldom see the attack coming before it is too late. Giant toads are known to prey on any creature small enough to swallow whole, including wyverns, chimera and even large dragons. Combat The giant toad favors ambush tactics, waiting submerged in a pool or a mud bank or concealed in a small cave. They strike the tastiest looking victim first, usually attempting to grapple it with their sticky tongue and swallow it whole. Victims that attempt to flee are often suprised by the toad's crush attack which it performs by leaping with great precision onto any target at least 2 size catagories smaller than the toad. In melee, giant toads lash out with their hind legs, which is an attack made blindly but thanks to their blind sense it is always made into the right square, regardless of invisibility or other stealth. This attack usually only needs to hit a couple of times to neutralize a threat thanks to the potent weakening venom the creature secreats. If it is outmatched initially, it will attempt to poison as many foes as possible and then flee using its mighty leap, only to return after the weakness sets in. Crush- to use this attack the toad must take a full round action to leap into the air. On the next round it can land on any opponent that is within range of the creature's jump check results Improved Grab- To use this the toad must hit with its tongue attack, then it can immediately attampt to grapple the opponent with provoking an aoo. It it wins the grapple check, it may attempt to pull the victim into its mouth the next round by winning another grapple check. This automatically swallows the victim. Swallow- A victim swallowed, as described above, is dealt 2d6 acid damage and 1d6 bludgeoning damage as the toad's stomach begins to digest him/her. The victim may use a light piercing or slashing weapon to try to free himself from the stomach by doing 10 points of damage to the stomach wall (AC 15). Constrict- In addition to using the tongue to swallow a victim, the toad may attempt to pin a grappled foe. Each round that the foe remains pinned by the tongue, the toad constricts for 1d8 + 12. The toad may constrict swallowed creatures to hasten their demise, but it may not use its tongue attack against any other creatures while it constricts. Tongue- The toad's tongue makes melee touch attack attacks with a reach of up to 45 feet. These attacks cause no melee damage, but the tongue is coated with digestive acid dealing 1d6 points of acid damage during each round it remains in contact. Also, the tongue secretes a potent weakening venom that deals 1d4 str damage intitially and then 1d12 str damage after 1 minute. The poison is similarly applied during each round of contact with the tongue. The tongue has an AC of 16 and 30 hit points, after which it will be cut off. Half that damage is also done to the toad, with damage reduction not applied. It takes 1d4 days for the tongue to grow back. Leap- A giant toad can move as far as its jump check would allow it to during a single round, even if this excedes the distance allowed by its speed. It can jump in this manner as a full round action, as part of a retreat or as the movement part of a charge. The toad can jump in this manner out of water that it is floating in by succeeding at a swim check first (the subsequent jump check result is limited to the swim result). Kick - The toad may make melee attacks as allowed by its base attack bonus using its hind legs. These attacks are made with both legs in tandem, enjoying a greater damage die and 1.5X str modifier as a damage bonus. This attack carries the same poison as the tongue. DR- Giant toads have strangely elastic skin, absorbing and reducing a great amount of force from any weapon attack granting them DR 5/- Mucus- The toad secretes a mucus that has several effects. Creatures attempting to grapple the toad (not including its victims) take a -4 penalty because it is too slippery. The mucus can be spread in a cloud over a large area making it impossibly hard to pinpoint the creature when tracking by scent (survival DC +20 to track by scent). While the mucus is on the toad temperature related attacks are hampered by it, causing fire and cold energies to deal half damage (the mucus absorbs the other half, up to as much as the toad's starting hit point total with the mucus drying up after absorbing too much, and replenishing at a rate of 1 point per round) Acid- The digestive acids of the giant toad deal damage to any organic material. A tongue attack, or a round in the stomach, damage equipment at the same time (roll seperately) as they damage the victim. Only wooden, cloth, leather and hide equipment is affected.
More to later follow, am tired now. Also coming soon to the wonderful world of monster toads- The Crio Toad, The Petri-Toad and maybe something else. But sleep now
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